DanielCobra
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Posts posted by DanielCobra
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13 hours ago, harpwner said:
UPDATE 0.6 RELEASED NOW!!!
Ooh, many new things to go boom, Jeb approves
Yet... The MIRV still twitches and jerks upon reentry, like it used to before.
Still, great work, Harpwner, you are awesome
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... can you expose the radar on/off toggle as an action group item? ....
Great idea, how about this and the "ripple" option as action groups? Pleease?
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1.0.5 is just out of the oven, let Paolo get his hands on it first
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Don't know whether this has already been suggested, but BahamutoD, could you please add the ability to toggle weapon ripple on and off via action groups? And thank you for the great mod, I really enjoy using it
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Good new and bad news
Bad news is that I'm not 100% sure on how I can fix it...
Good news is that in 0.5 (set to release by next weekend) will have a full nuclear bomb rework with more real world values, and so the MIRV will also be completely remade, maybe fixing this glitch in the process.
Aside from all that, thanks for the comment, and I'm happy this mod is being received so well. If you have any more issues/suggestions then by all means post it!
Great, thanks for clearing this one out.
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Harpwner, first of all, thanks for the truly awesome mod. I have been playing with it for a while now and I just love it, especially the MIRV - precisely dropping something from orbit is one of my weaknesses However, I have a problem with it - when the MIRV starts slowing down in atmosphere, it begins to jerk its nose very violently. Once, when I tried to phys-timewarp, the MIRV even flipped over, losing speed and falling short of the target. Could you please fix it? Otherwise, the RV is great - accurate, destructive and small. Looking forward for your reply!
[WIP][1.3.1] North Kerbin Dynamics - Nuclear Bombs and Heavy Ordnance Pack (and other things) v0.84b
in KSP1 Mod Development
Posted
I'll say yes, it starts jerking at lower altitudes. Should I have a test without all the mods except North Kerbin Weaponry?